Overview.In 3080, with the Clan Invasion of the Federated Suns forcing the AFFS to cut various projects in order to devote resources toward other areas, one of the projects put into jeopardy was the Cutlass-class patrol ship. Developed as an improved littoral combat vessel, the Cutlass uses advanced technologies to project accurate fire at a variety of ranges. Designed to handle multiple missions ranging from Maritime Security and Escort to Counter Piracy and Strike missions.

Capabilities.The Cutlass was designed with a relatively shallow draft and a weight restriction of 100 tons in order to facilitate easy transport aboard most military dropships. Powered by a Marine Tech 270 Fusion engine which allows speeds of up to 54 kph, the Cutlass does not require frequent refueling as vessels equipped with internal combustion engines do.The ship is protected by fifteen tons of SeaSlab/15 armor featuring Cellular Ammunition Storage Equipment in case of an ammunition explosion, allowing the crew a better chance for survival in the event of a catastrophe.The ship’s weapon systems allow for a wide array of targets at multiple ranges to be engaged successfully. At the heart of the ship’s capabilities is a Sea Shot Arrow IV missile launcher, mounted in a vertical launch position near the bow of the ship, the system is capable of engaging both surface and aerial targets with a reasonable expectation of destructive accuracy.In addition to the Sea Shot, the Cutlass mounts the Mydron Excel 5SG 50mm Autocannon in a turret ahead of the Sea Shot. Two tons of ammo allow for both standard and cluster munitions to be used against any target within range. For defensive firepower at close range, the Cutlass has five Exostar small pulse lasers, one mounted on the bow, stern, port and starboard arcs as well as one mounted co-axially with the 50mm autocannon.For anti-submarine and surface ship engagement, the Cutlass utilizes the Sea Harvester Dual Fire short range torpedo system mounted broadside port and starboard fed from a fifty shot magazine. For anti-missile defense, the Cutlass mounts a Mainfire Point Defense System with the ability to fire twenty four bursts before being forced to reload.Located at the stern of the vessel is a mine dispenser capable of laying up to thirty mines in the vessel’s wake and a remote sensor buoy dispenser used to search for submarines. Designed to operate either independently or in a large fleet, the Cutlass makes use of a C3 slave module in order to make use of targeting data from other friendly vessels in the network.The Cutlass also has the capability to carry up to a platoon of marines or even a squad of battle armor depending upon the mission and deploy them as needed for boarding actions or shore parties.

Deployment.The first 4-ship squadron of Cutlass-class patrol ships was delivered to the AFFS for initial testing in September of 3096 to patrol the waterways of New Avalon. After an extensive test period, the Cutlass entered into full production on the 1st of January, 3097.

Variants.A single variant of the Cutlass has been constructed, switching out the infantry bay and C3 slave module for a C3 Master Computer.

I would have liked to have this around when the Great White Fleet was a wet navy unit. Still happy to see more wet navy stuff in the game. In particular I enjoy the variety of roles this ship can fill. It isn't limited to one or two functions. You've packed a lot of potential roles into her, which is great for a writing game like ours. Good utility ship and that's hard to combine inside a 100 ton vehicular package.

My only criticisms are that I think all the small pulse lasers aren't that useful. But if she's put on a river or offloading troops beside a shoreline I could easily end up being wrong about that. I just feel like that's the only two scenarios where they have utility. Expending that weight instead on a couple side facing or a rear facing weapon with longer range that might also be able to contribute to her air-defense more, in addition to attacking ground targets. It's not a deal-breaker though.

Also I prefer long range torpedoes over short range. Because that's what your typical Neptune is packing. The way tabletop BT is set up any hits to a vessel on the water has the chance of flooding a section. So you want to plink that Neptune or that larger surface ship at long range. So trading damage for range is often a good idea with torpedoes. Especially if the boat is slower. Some super fast hydrofoils can get away with short range torps just because they can zip in, fire, and zip out, and control the ranges of the fight.

But it would be so easy to pair this ship with the torpedo variant of the Mauna Kea cover that deficiency that way. So it's survivable.